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FuzzyHelper.cpp 4.5 KB

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  1. /*
  2. * FuzzyHelper.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "../StdInc.h"
  11. #include "FuzzyHelper.h"
  12. #include "../Goals/Goals.h"
  13. #include "Nullkiller.h"
  14. #include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
  15. #include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
  16. namespace NK2AI
  17. {
  18. ui64 FuzzyHelper::evaluateDanger(const int3 & tile, const CGHeroInstance * visitor, bool checkGuards)
  19. {
  20. auto cb = aiNk->cc.get();
  21. const TerrainTile * t = cb->getTile(tile, false);
  22. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  23. return 190000000; //MUCH
  24. ui64 objectDanger = 0;
  25. ui64 guardDanger = 0;
  26. auto visitableObjects = cb->getVisitableObjs(tile);
  27. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  28. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  29. {
  30. vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj) -> bool
  31. {
  32. return !objWithID<Obj::HERO>(obj);
  33. });
  34. }
  35. if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
  36. {
  37. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  38. if(objWithID<Obj::HERO>(dangerousObject))
  39. {
  40. auto hero = dynamic_cast<const CGHeroInstance *>(dangerousObject);
  41. if(hero->getVisitedTown() && !hero->getVisitedTown()->getGarrisonHero())
  42. {
  43. objectDanger += evaluateDanger(hero->getVisitedTown());
  44. }
  45. objectDanger *= aiNk->heroManager->getFightingStrengthCached(hero);
  46. }
  47. if (objWithID<Obj::TOWN>(dangerousObject))
  48. {
  49. auto town = dynamic_cast<const CGTownInstance*>(dangerousObject);
  50. auto hero = town->getGarrisonHero();
  51. if (hero)
  52. objectDanger *= aiNk->heroManager->getFightingStrengthCached(hero);
  53. }
  54. if(objectDanger)
  55. {
  56. //TODO: don't downcast objects AI shouldn't know about!
  57. auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
  58. if(armedObj)
  59. {
  60. // TODO: Mircea: Here is where advantages should be added to danger (shooters etc)
  61. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
  62. objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
  63. }
  64. }
  65. if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
  66. {
  67. //check guard on the other side of the gate
  68. auto it = aiNk->memory->knownSubterraneanGates.find(dangerousObject);
  69. if(it != aiNk->memory->knownSubterraneanGates.end())
  70. {
  71. auto guards = cb->getGuardingCreatures(it->second->visitablePos());
  72. for(auto cre : guards)
  73. {
  74. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(
  75. visitor,
  76. dynamic_cast<const CArmedInstance *>(cre));
  77. vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage);
  78. }
  79. }
  80. }
  81. }
  82. if(checkGuards)
  83. {
  84. auto guards = cb->getGuardingCreatures(tile);
  85. for(auto cre : guards)
  86. {
  87. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
  88. vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage); //we are interested in strongest monster around
  89. }
  90. }
  91. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  92. return std::max(objectDanger, guardDanger);
  93. }
  94. ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
  95. {
  96. auto cb = aiNk->cc.get();
  97. if(obj->tempOwner.isValidPlayer() && cb->getPlayerRelations(obj->tempOwner, aiNk->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  98. return 0;
  99. switch(obj->ID)
  100. {
  101. case Obj::TOWN:
  102. {
  103. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  104. auto danger = town->getUpperArmy()->getArmyStrength();
  105. if(danger || town->getVisitingHero())
  106. {
  107. auto fortLevel = town->fortLevel();
  108. if (fortLevel == CGTownInstance::EFortLevel::CASTLE)
  109. danger += 10000;
  110. else if(fortLevel == CGTownInstance::EFortLevel::CITADEL)
  111. danger += 4000;
  112. }
  113. return danger;
  114. }
  115. case Obj::HERO:
  116. {
  117. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(obj);
  118. return getHeroArmyStrengthWithCommander(hero, hero);
  119. }
  120. case Obj::ARTIFACT:
  121. case Obj::RESOURCE:
  122. {
  123. if(!vstd::contains(aiNk->memory->alreadyVisited, obj->id))
  124. return 0;
  125. [[fallthrough]];
  126. }
  127. default:
  128. {
  129. const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
  130. if (a)
  131. return a->getArmyStrength();
  132. else
  133. return 0;
  134. }
  135. }
  136. }
  137. }